Concept

Initial Idea
Me and my project partner were both massive RPG fans and we wanted to create an SRPG. Through the brainstorming process we also wanted to include elements from sim titles like Persona 5 with a Hub World that would interact with the battles and influence each other. We wanted to give a risk reward feel to the entire game so I had to include that element in my designs. We played around with ideas and eventually settled on creating a rogue-like SRPG set in a fight to the death tournament. We decided to split the project in two, he would handle the battles and I would handle the hub world. We got started and began researching ideas.


Research/Initial Designs

With my new knowledge that I was tackling the hub world. I set about researching hub worlds in games. Particularly I looked at Fire Emblem: Three Houses and how the items and actions taken in the hub would transfer to the battles. I began designing an system of NPCs where the player could interact and play a risk versus reward game that would reward the player with the goal of getting the player to carefully consider the options. I also added additional NPCs that could modify the chances of succeeding the activity with the goal of encouraging the player to interact with the various NPCs. I also designed a betting system where the player could bet gold on other matches and receive rewards. I also added in a few shops the player could interact with. With these designs in hand I began figuring out it’s feasibility.


Feasability

During this step I created a prototype of the NPC system to test out it’s feasibility and test weather or not those goals had been met. This turned out to be a success and I felt confident pursuing the project further.

Demo Creation

Demo Creation and Testing

The demo was intended to get an early sense for any problems that existed in it’s current state. This involved designing all the activities and items in the shops. I createed all the core systems and test internally for any design problems. After this we sent out the demo for players to play and give their feedback. We created a survey and asked player to rank their understanding and enjoyment of mechanics and the level from 1 to 10. The largest issue in regards to the hub world were the understanding of the costs associated with doing an activity and players were additionally finding it difficult to navigate the Hub World. These two averaged about a 4 between answers we received and was in major need of improvement. I added in better UI for the activities that clearly showcased the costs associated with doing each activity and what the player would sacrifice if they lost . I added in sign posts around the hub world that would give directions to different shops and also tweaked the level design in order to provide each shop a distinct landmark and help with player navigation. This improved these mechanics to receive a 6 average with most people answering they understood the mechanics and found them more enjoyable.

Final Release

Polish

Now all that was left to do was to polish up all features and release it to the public. This included improving the UI as well as fixing any remaining bugs and released to the public.

Conclusion

I learned a lot on this project and got to design and create many systems. My first take on an idea usually wasn’t the greatest and required internal and external testing in order to get the implementation to a place we were happy with. For more information on this project visit my blog to get some more information on this project.